Hello Commanders!
Usual caveat: no guarantee, no ETA! This is just another thought experiment.
A quick question regarding player-versus-player (not AI) in open:
Currently there is no real difference between crime against AI and crime against humans.
Do folk think that additional, relatively severe in-game penalties for illegal ship destruction where there was a large disparity between rank/power of murderer to victim would be a worthwhile thing?
As an example suggestion: a high combat rank player in a combat capable ship boils a low combat rank player in a trade vessel. In addition to a bounty, the murderer is unable to dock at high security systems and suffers an increased insurance premium excess for an amount of time.
Continued offences of this nature increase and prolong the punitive measures.
Would a system like this help reconcile the two factions of the PVP and PVE, or would it not really address the issue?
Thoughts?
It's an interesting thought and it would probably be reasonably effective at curbing abusive player behavior. It is otherwise difficult to maintain some sort of "laws" in a computer game where there are relatively few consequences of your actions. However, I do feel that it's a bit of a shame to have to resort to "punitive methods" since that basically reduces the viable ways of playing (and experiencing the game). It would be better if a player driven game mechanic could be introduced to regulate abusive behavior. Such a mechanic would then give us _more_ ways to play the game and enrichen the game experience.
Like surely many other have before, I'm thinking of a working player driven bounty hunting mechanic. For example:
* A bounty for killing another player would be given to a pirate if he kills another player that has "report crimes against me" toggled on.
* The player killing bounty would be distinct from other type of fines/bounties that the pirate may have from other types of game play. The player killing bounty can not be paid off, and the only way to get rid of it is if another player (a bounty hunter) claims it by killing the pirate.
* The player killing bounty added to a pirate would be 90% of the actual financial damage caused to the victim. In almost all circumstances this will be the insurance cost that the victim had to pay out of his credit balance for the re-buy. If the victim jumps into a better ship and kills the pirate in return, he can in fact recoup some of his financial loss by "taking revenge".
* When a bounty hunter kills a pirate with a player killing bounty on his head, the bounty hunter will be paid 90% of the actual financial damage
caused to the pirate out of the available bounty that the pirate has accumulated. The bounty will then be reduced with the amount paid out to the bounty hunter. In almost all circumstances the financial damage taken will be the insurance cost that
the pirate had to pay out of his credit balance for the re-buy.
* Ultimately, one can look at it as if the financial loss of the victim (money destroyed in game) has been transferred to the pirate, and awarded to the bounty hunter. You can say that the rebuy cost of the victims finance the bounty hunter profession.
A few other things to take note of:
* A couple of pirate players with bounties can not profit by claiming the bounties of each other, since the payout is 90% of the re-buy cost of the other pirate. The two pirates would together have less money after claiming their respective bounties than they had before. (the 90% payout modifier is to make this scenario even less worth-while)
* A pirate with a player killing bounty on his head can not turn on "report crimes against me" until his bounties are cleared and he is no longer wanted. He is fair game for anyone until all of the bounty has been collected.
There are probably additional points that would have to be dealt with to make this a well-functioning game mechanic, but IF those could be solved, I believe the game would greatly benefit from it. It would be actual player-driven bounty hunting, and that is a cool thing.
